Resize the Canvas in Runtime

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  • This is a suggestion, i would like we should to have resize the canvas to original resolution, scale, letterbox, etc. WITHOUT fullscreen because there some old computers can�t run 60 fps on fullscreen like scale and letterbox, otherwise can run 60 fps on original resolution as fullscreen is off.

    I�ve researched to try my game on my older computer that doesn't support WebGL and runs 30 FPS on letterbox, besides it runs 60 fps on original resolution and Canvas2D. I think the users can change size the canvas on the options panel what they decide to get prefered size the canvas in runtime.

    What do you think?

  • Why not get the user to resize the browser window smaller?

  • Well, look i made these concept pics what im talking about:

    <img src="http://i.imgur.com/Oi2bw.png" border="0" />

    <img src="http://i.imgur.com/9iAIm.png" border="0" />

    Is that possible?

  • I am also wondering this.

    This could be a great feature.

  • bump

  • I support this idea. I imagine most people's browsers are always maximized, so they probably won't even know they can change the canvas size by adjusting the browser window. Starting the game at 1,2, or 3x canvas size and allowing users to change it in an options menu would be nice, if not more intuitive.

  • OK, I'll have a look at adding it soon.

  • Good, it would be a nice feature for some people who really want to change canvas size :)

  • Did this happen?

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  • Did this happen?

    Yeah, System > Set Canvas Size

  • > Did this happen?

    >

    Yeah, System > Set Canvas Size

    What's the correct way of doubling the resolution to x2 (or tripling to x3, quad with x3, etc) and resizing the height by 1.2 to create old-skool rectangular pixels? Like how they aspect correct in SCUMMVM by doing a scale and changing 320x200 to 320x240 after the scaling?

  • >

    > > Did this happen?

    > >

    > Yeah, System > Set Canvas Size

    >

    What's the correct way of doubling the resolution to x2 (or tripling to x3, quad with x3, etc) and resizing the height by 1.2 to create old-skool rectangular pixels? Like how they aspect correct in SCUMMVM by doing a scale and changing 320x200 to 320x240 after the scaling?

    Dunno, i use Fullscreen scaling: Low Quality + 1280x720 canvas size to make my games render faster on these WQHD and 4k mobile phones, same thing as TS requested. Maybe something like Fullscreen scaling: Low Quality + OriginalWindowWidth*2 x OriginalWindowHeight*2 will double the resolution, but not sure about stretch after the scaling.

  • Dunno, i use Fullscreen scaling: Low Quality + 1280x720 canvas size to make my games render faster on these WQHD and 4k mobile phones, same thing as TS requested. Maybe something like Fullscreen scaling: Low Quality + OriginalWindowWidth*2 x OriginalWindowHeight*2 will double the resolution, but not sure about stretch after the scaling.

    maybe doing an extra *1.2 on the height might work?

  • maybe doing an extra *1.2 on the height might work?

    Well, it will maybe look how you want it to, but the performance will be really bad, imagine this on 4k display, your game will render on 8k or more, then stretch to screen size. I guess it's not possible in c2 to render the game in one resolution and then stretch it to another resolution, other than screen resolution.

  • > maybe doing an extra *1.2 on the height might work?

    >

    Well, it will maybe look how you want it to, but the performance will be really bad, imagine this on 4k display, your game will render on 8k or more, then stretch to screen size. I guess it's not possible in c2 to render the game in one resolution and then stretch it to another resolution, other than screen resolution.

    Hmm, wish I could read proper code and I could figure out how ScummVM does it and try and work that in Is GPU scaling still expensive to use?

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